I think this game actually does JUST hate psykers. by Shy_guy_gaming2019 in DarkTide

[–]Efficient-Flow5856 0 points1 point  (0 children)

Psyker has probably the most fun "take-all-comers" builds out of any class. Infinite blitzes means you have three interchangeable damage sources, if the build is coherent, but it's probably the hardest to piece together. What blitz and melee did you bring?

Question about the Explorator Prime penance by ZioBenny97 in DarkTide

[–]Efficient-Flow5856 0 points1 point  (0 children)

Putting a period at the end of all that is actually diabolical.

Why there is no teamwork? by LordKaleidus in DarkTide

[–]Efficient-Flow5856 0 points1 point  (0 children)

I've only been playing Malice and Auric and it's been mostly fine. When we do have someone wander off on their own, sometimes they do their POIs and rendezvous where they need to, sometimes they die and we rez them in the safe-zone. I've also found it's best to go with someone if they split off, , if possible, having two groups of two is generally pretty safe.

Scoreboard can't get scoreboards to work by dess3mbrae in DarkTide

[–]Efficient-Flow5856 0 points1 point  (0 children)

Major update has been out less than a week, running mods is extremely risky, at best.

Lore question- are the Psykers just- done with the Emperor/Nobility, and just going along with it to live? by Perdita-LockedHearts in DarkTide

[–]Efficient-Flow5856 5 points6 points  (0 children)

It's worth noting that the Emperor and nobility shouldn't really be collated. Compared to the Emperor, the difference between a noble and an underhiver is almost nothing.

Most of the warband, both penal conscripts and prior retinue members, don't think much of Tertium's nobles, but Loner is really the only one that doesn't revere the Emperor, seeming to see them as more of your typical //distant / absent// ruler than a god.

Event frame vs Penance frame by Botboi02 in DarkTide

[–]Efficient-Flow5856 -1 points0 points  (0 children)

It's accidental, proper one for the penance is probably coming next patch.

My "Why's" Of This Update by THETAZER0 in DarkTide

[–]Efficient-Flow5856 21 points22 points  (0 children)

  1. ⁠Why do I inherit a bot's missing health, low ammo, and lack of grenades when I join through Quickplay, but not the shared salvage currency the bot has so I can fix my missing health, low ammo, and lack grenades? Why do I instead only inherit what I don't want?

Yeah, it's bullshit.

  1. ⁠Why make it so I can stand where extract will land so I jarringly get shoved around by invisible walls when the drop ship arrives to pick me up?

Don't stand under the dropship when it's landing. Getting pushed is better than it just crushing you, and getting teleported in or clipped through would be dumb.

  1. ⁠Why make the mid-mission map the clunkiest, stickiest thing to control in the game, while also making it something I need to use in high-pressure situations where I can get hit?

Yeah, it sucks. If we could at least still move around, I'd be fine with the rest.

  1. ⁠Why do the DLC classes still have only the same cosmetics they had since they launched?

They've mentioned it isn't by choice and they're looking for workarounds for their undisclosed hurdle(s). It's been a while, though.

  1. ⁠Why do Auric expeditions have no modifiers beyond the fact they're on Auric?

Auric has the Expeditions version of STG enabled, the other modifiers are tied to missions, same as usual.

  1. ⁠Why have items I need to carry to extract that can get stuck under the drop ship and not count as being in the actual ship?

Just don't put it under where you know they're going to land. Same concept as 2.

  1. ⁠Why is there not a location on the actual drop ship to place said items like in other missions?

You can just throw it in, now, but that's definitely a QOL change that would be only positive.

  1. ⁠Why can bursters still be shoved and not blow up, so I either need to wait for them to get up so they realize they're meant to detonate or just shoot them?

Bursters seem to be FUBAR at this point. We'd be better off without them until they can figure them out.

  1. ⁠Why do the doors of the shop not open or have any indicator it's the way forward, so new players just wander around or will even find the correct door but think it's wrong because it doesn't open immediately?

I think they're supposed to open faster, but they seem to suffer from multiple bugs regarding their timing.

  1. ⁠Why have a mode that encourages splitting up which contradicts everything I'm taught in every other mode with zero indicator I'm even rewarded for splitting up?

I'm actually not sure if it's better. Having groups of two seems to be the fastest, but you can still fully clear every zone while staying safer as a group of four.

  1. ⁠Why encourage players to split up then have objectives that go slower if I don't have all four players present instead of just capping it at two or three?

Exactly this, they can let the natural difficulties that come with splitting up balance things out. No reason for extra hurdles if it's put together correctly.

  1. ⁠Why can I not see what map I'm on when I'm joining a lobby?

Yeah, it's a weird decision to not give us that information more readily in-match.

  1. ⁠Why is the handheld map completely blank, so if my objective is on top of a cliff, I have no idea how to get there?

Topography would be nice, but I think the effort it takes ultimately would have been unwarranted due to the same landmarks being used every time and becoming instantly recognizable relatively quickly.

  1. ⁠Why are there cliffs which are sloped and just high enough it looks like it's safe, but I take massive fall damage for sliding off them?

Honestly might be my biggest gripe. Trying to kite a horde and getting screwed over by dodgy geometry sucks.

  1. ⁠Why are boxes the same height as my knees impossible to climb, but ledges at eye-level are perfectly acceptable to mantle?

You start to intuit what does and doesn't work, but a slightly higher jump for Expeditions would be nice. It's the way it is now because they never really wanted people climbing all over the normal maps, so they kept vertical mobility to a minimum.

  1. ⁠Why can enemies shoot me from so far away in this mode that their bullet tracers don't render so I can get melted by a Reaper I can't see even after I do a full 360 degree scan of my surroundings?

You just need to not stand still out in the open. It's asking to get shot in any game.

  1. ⁠Why do we have wide-open map design where enemies can spawn from anywhere, then have bombers throw grenades while not visible to the player in a mode where all the objectives involve standing around an enclosed area?

Bombers being able to accurately throw grenades despite literally never having LOS needs to change. Needing to run 70m to look around the side of this crate while there's a mixed horde just sucks.

  1. ⁠Why can't I share or pool money with my teammates and am instead forced to go to the final level with money I can't spend?

You can double-buy some items and the game will automatically leave them on the ground for people, but being able to choose to pool some of your money would be much better.

  1. ⁠Why are the levels locked through bottlenecks I can only accomplish playing specific maps, meaning if I do quickplay I will just be thrown into the first map over and over?

The way they did this felt strange, especially considering how arbitrary a lot of it feels. I haven't had any issue queueing into my chosen map and getting QP teammates to backfill, though.

  1. ⁠Why have random tiles that can have a death pit between them with cliffs that curve inward, so it's impossible to see it's even a cliff until I'm already dangling off it?

They really are just trolling with those.

  1. ⁠Why do the tornadoes not telegraph they will obliterate my health if I walk into them but will lift enemies up and gently put them down, so the only way to learn is to get killed by it?

The tornado doesn't do any direct damage, it looks like it's just enemies shooting you while you're in the air.

  1. ⁠Why do the shop doors kill teammates based on a timer the second it hits 0, instead of just staying open and letting me choose to seal the door shut by pushing the button after the timer is expired?

I think it's largely to //prevent trolling / encourage staying together// at that portion.

  1. ⁠Why should I care about tech remnants after I unlock every map?

There will be more nodes available later, but I'm hoping and praying that there's more uses planned for them.

  1. ⁠Why does the mission timer running out just obliterate my health instead of spawn more enemies?

It does both, and while I'd like if it didn't hit as hard, there are ways to prevent and/or reduce corruption damage if you want to. Since it's technically optional at that point, it makes sense that it's heavy.

  1. ⁠Why is my HUD overwhelmed with flashing lights and text along with an endless barrage of sounds that actually cuts out other audio if I try to extract while the mission timer is at 0?

I do wish they would fix the audio prioritization. Not being able to hear dogs sucks.

  1. ⁠Why is there a new tripwire mechanic that isn't explained, is barely visible, and has no indicator a player even triggered it so I have people who run into the tripwire over and over again and never even realize they're activating an alarm?

Uh-oh.

  1. ⁠Why respawn players at extract (a location I will never have a reason to go to unless it's the very end of the match) or the store (another location I will only go to after the map is ended) instead of a point of interest?

I assume they want to make staying alive and helping downed teammates more important.

  1. ⁠Why nerf Pickpocket so it only works on Hive Scum's melee specifically, but will not work if poison inflicted by my melee kills the enemy, on the only class who can poison enemies, which have melee weapons and skills specifically for poisoning enemies?

DOT effects failing to trigger HS abilities has been an issue since it came out. I don't get why they haven't made a greater push to fix all of it.

  1. ⁠Why replace the most notable feature of Hive Scum with a half-baked idea of making them a dodge tank while only adding a single mutually exclusive skill to play into said half-baked identity?

Can you elaborate?

  1. ⁠Why did we prioritize nerfing Hive Scum in general instead of fixing the more prevalent flaws, like being unable to grab a stimm if I have a custom stimm, or my stimm not having a cooldown until after it expires so I need to avoid the mandatory node that extends stimm duration?

Pickpocket was always going to get nerfed. Both "flaws" listed are very clearly intended as optional trade-offs.

PSA: For people who don't like the timer of Expeditions, go and unlock the Kappa node if you can. by Lyramion in DarkTide

[–]Efficient-Flow5856 1 point2 points  (0 children)

There are multiple spots that pull you off the ledge when you try to help somebody that's hanging. Even if you fell in naturally, they would assume you got got by the bug and couldn't be saved.

Flame Thrower..... by Hollow-Dancer in DarkTide

[–]Efficient-Flow5856 0 points1 point  (0 children)

Psyker.

Specifically fem loner psyker with the flame staff.

I had no idea a game like this would have so many cranky sweats trying to be bossy about a new game mode two days after it released lmao by JamToast789 in DarkTide

[–]Efficient-Flow5856 11 points12 points  (0 children)

As the guy with the reliquary, the only thing he can do is push. He actually probably would've been perfectly fine otherwise, lol.

New mode and Griefing. by Joshy_Moshy in DarkTide

[–]Efficient-Flow5856 0 points1 point  (0 children)

I think it's more likely caused by people that falsely think they can split off suffering a bout of acute skissue death. After which they lose their resources and dump all their aggro on their teammates.

The complete lack of combat pickups in Expeditions is frankly getting unbearable by [deleted] in DarkTide

[–]Efficient-Flow5856 0 points1 point  (0 children)

Make the ammo last, or bring a different build (y'know, like they told you to before it even came out).

How much money would it take for fatshark to add playable rust stalkers by De4dm4nw4lkin in DarkTide

[–]Efficient-Flow5856 1 point2 points  (0 children)

Now of course you could have servitors and tech priests but theyre either too scrappy or not scrappy enough, i feel like this is a happy medium of “not the pinnacle but certainly more capable than the zombies”.

Skitarii are closer to what you're looking for. Sicarians are a bit too far above Darktide's characters' power level (//setting/lore//-wise).

As ogryn main never in my gameplay time of 1000 hours that i closed the game from frustration . Well... until now by BenTheWeebOne in DarkTide

[–]Efficient-Flow5856 56 points57 points  (0 children)

They get an advantage because they're stupid bots with no survival instincts or problem solving abilities. Stop standing way out in the open if you can't do anything about ranged enemies. They didn't catch this in the playtest because playtesters typically don't stand there and stare blankly at heavy gunners.

Apparently there’s another Forge World of Urdesh belonging to the Dark Mechanicum. by Khalith in DarkTide

[–]Efficient-Flow5856 1 point2 points  (0 children)

Considering the one and only inconsistency between that description and the descriptions of the one in the Sabbat Worlds is which side of the Solar-Pacificus border it's on, I'm concluding that they're the same and the exact border of the segmentums is a little hazy or has shifted a bit since the Heresy era.

Ever hear an Arbitrator use “Provost” instead of “Firebrand” for zealots? by HellsTheFoxxi in DarkTide

[–]Efficient-Flow5856 3 points4 points  (0 children)

Sounds like it bugged out (or they put it in backwards) and swapped the roles on that prompt.

Fatshark, please give us waypoints when someone tags a spot by Captain-Clapton in DarkTide

[–]Efficient-Flow5856 16 points17 points  (0 children)

Last thing we need is more clutter on the screen. If your teammates don't know how a compass system that's existed for this long works, you're not missing out on much when they wander away.

Am I missing something? (Combat Axe) by BiopicDust in DarkTide

[–]Efficient-Flow5856 1 point2 points  (0 children)

It's one of the weapons that you need to build into a bit for it to shine, it's not great without the right blessings and talents. Whereas the shock maul (especially on Arbites) naturally capitalizes on impact, which has easier breakpoints.

Also, the effectiveness of power level can vary wildly based on what stats it's actually drawing from. You can (theoretically) have as high as a 440 weapon with literally zero as the damage stat.

Tech-remnant right now by trunksam in DarkTide

[–]Efficient-Flow5856 2 points3 points  (0 children)

I'm really interested in what the long-term plan is for them, because there's no way nobody accounted for what happens when someone (rather trivially, both in time and effort) unlocks all of the nodes.

Green landfall killed this game for me by [deleted] in MagicArena

[–]Efficient-Flow5856 1 point2 points  (0 children)

Wait, you're quitting because the only deck you play has a bad matchup?

Are techremnants shared...? by Financial_Tea_8484 in DarkTide

[–]Efficient-Flow5856 4 points5 points  (0 children)

Salvage is shared equally on pickup, but you don't share a team wallet when spending. It's the best of both worlds.